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open_game

Open a game directory to read Unreal assets by scanning .pak, .ucas, and .utoc files, with optional AES decryption and UE version detection.

Instructions

Open a game directory for Unreal asset reading. Scans for .pak/.ucas/.utoc files.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
aes_keyNoAES decryption key if assets are encrypted
game_pathYesPath to game directory
ue_versionNoUnreal Engine version (auto-detected if omitted)

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv0.1.4

TDQS

B3.1/5.0
Behavior2/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

With no annotations, the description carries the full behavioral burden. It does disclose a real side effect (scanning for .pak/.ucas/.utoc files), which is useful, but says nothing about whether this opens a stateful session, whether later tools depend on it, or what permissions/state are required. That is a significant gap for a stateful loader tool.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Two short sentences, the core action front-loaded, and the scan targets appended as supporting detail. No filler.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness3/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

With no annotations and no output schema, the definition is only partially complete: an agent cannot tell whether opening returns a session handle, whether it must precede read_asset/list_assets, or how errors (missing key, no .pak found) surface. The scan behavior is covered, but session/return context is not.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema description coverage is 100%, so the schema already explains game_path, aes_key, and ue_version. The description adds no format, default, or interaction detail beyond that, so the baseline of 3 applies.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

States a specific verb and resource ("Open a game directory") and narrows the scope to "Unreal asset reading", with the scan targets (.pak/.ucas/.utoc) making the intent concrete. It is distinguishable from Unity/JAR/PE siblings by the Unreal file formats, but it never names a related sibling like load_game or detect_engine, so differentiation is implied rather than explicit.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines2/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

There is no when-to-use framing, no prerequisites (must an AES key or detected engine exist first?), and no mention of alternatives such as load_game or unpack_game. The only guidance is the implicit signal that opening precedes reading assets.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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